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Magmos, The Herald of Fire

This huge creature seems to be made of living flames, moving with an otherworldly grace for a being so enormous, and accompanied by a constant hissing and crackling. On certain parts of it the fire congeals to lava, cooling into wicked barbs and a semblance of a face—this process continues and as a result the spikes crumble and regrow in an eternal cycle. Its eyes are burning points of undiluted evil. Fire Elemental

Magmos, The Herald of Fire     CR 13
XP 25,600
LE Huge outsider (elemental [fire], evil, extraplanar, lawful)
Init +12; Senses Darkvision 60 ft.; Perception +22

AC 29, touch 16, flat-footed 21 (+8 Dex, +13 natural, -2 size)
hp 175 (18d10+72); fast healing 10
Fort +13, Ref +18, Will +17
DR 10/good; Immune fire, poison; Resist acid 10, electricity 10; SR 22
Weaknesses vulnerable to cold

Speed 50 ft., magma form 50 ft.
Melee 2 slams +24 (2d10+6 plus burn, Crit 19-20/x2), bite +20 (1d10+6 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon magma cone (30 ft. cone, DC 24 or 10d6 fire plus special); burn (2d8, DC 23)
Spell-Like Abilities (CL 14th; concentration +17)
At will—
see invisibility
plane shift
greater teleport(self only), wall of fire (DC 17)
Str 22, Dex 26, Con 18, Int 11, Wis 12, Cha 16
Base Atk +18; CMB +26; CMD 37
Feats Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack
Skills Bluff + 16, Diplomacy +16, Intimidate +16, Knowledge (local) +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +24, Sense Motive +24; Racial Modifiers +8 Perception, +8 Sense Motive
Languages Common, Ignan
SQ Elemental traits

Environment any (Elemental Plane of Fire)
Organization unique
Treasure double standard

Magma Form (Su) Up to 15 rounds a day, Magmos may take a standard action to change into a pool of magma and seep through cracks and seams. These rounds need not be consecutive but must be used in 5 round increments. If Magmos spends one round inside any object, he deals 13d6 of fire damage it (ignoring AC and hardness).
Lava Cone Breath (Su) Up to four times per day Magmos may breathe a cone of lava. The damage from this breath continues for 1d3 rounds after being affected by the lava cone, this additional damage is half of that dealt during the actual lava cone breath attack (5d6). Immunity or resistance to fire serves as an immunity or resistance to lava cone.
Searing Aura (Su) Magmos is made of living flame, and he exudes searing heat 10 feet out from his body in all directions. Any creature standing within 10 feet of Magmos is dealt 2d6 fire damage each round. Magmos can choose to suppress this aura as a free action; this is mostly done when he is serving on diplomatic missions for his mistress, the fire goddess.


Legends tell that in ancient times Verdonn Carthun was a warlord of great skill—he conquered countries, destroyed armies, and executed whole populations on great pyres as sacrifices to the fire goddess, in whose name he carried out his campaigns of genocide. One night after hours of drinking to celebrate a successful campaign with his trusted lieutenants, Carthun drunkenly slurred that he himself had put more people to the flame than the fire goddess. His commanders cheered, but the intoxicated exclamation traveled across the planes to the ear of the deity, as all mentions of her name does. The decision was made that Verdonn Carthun would pay for his pride, and with her volatile temper the punishment would be severe.

The next night the guards in Carthun’s army’s camp were horrified by screams coming from the tents of the lieutenants and Verdonn Carthun himself—entering the canvases, they were driven back by immense heat streaming from the openings though the tents themselves seemed untouched by the scorching air. The heat made it impossible to enter the tents for hours; their wizards were at a loss to quell the heat. As the sun rose in the sky, the heat finally subsided; when the guards entered they found only severely burnt carcasses, except in Carthun’s tent—here the ground had been turned to glass in the center, the reflective patch in a distinct human shape and beyond that no clue to be found of Verdonn Carthun.

Carthun was brought in front of the fire deity in burning chains, the mighty warlord pleading for mercy from his mistress, but the goddess condemned him to suffer in the lava pits. For a divine being it was merely the blink of an eye but for Verdonn Carthun, the suffering lasted centuries. When he was hoisted out, what remained was no longer human—instead he was reborn as Magmos, the Herald of Fire.

To this day Magmos journeys across the multiverse doing the bidding of his mistress. Wherever the fire goddess’ will needs to be carried out or her wrath needs to be manifested, Magmos does the execution of her orders. From volcanoes to forest fires (and any other fiery catastrophe), he can be found in the thick of it, using his skill as well as his hunger for destruction to ensure the death toll is maximized in tribute to his mistress.


[Submitted by Brian Wiborg]

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New Monster: Planar Pariah


Looming before you is a massive spine-tailed horror, vaguely serpentine in shape. A nest of lashing tentacles replaces the monster’s head, accompanied by massive horns, a tiny circular maw and one terrible eye in its chest.

Planar Pariah CR 18
XP 153,600
NE Huge outsider (evil, native)
Init +6; Senses darkvision 60ft, low-light vision, True Seeing; Perception +24,
Aura Mark of the Pariah (100 ft., bars teleporting magic – see below)

—– Defense —–
AC 33, touch 10, flat-footed 31 (+2 Dex, +23 Natural, -2 Size)
hp 279 (18d10+180); Regeneration 10 (electrical or any aligned)

Fort +16, Ref +15, Will +16

DR 20/any aligned weapon; Immune poison; Resist Acid 20, Cold 20, Fire 20, Sonic 20; SR 32
Weaknesses Electrical Vulnerability, Fear of the Heavens, Divine Retribution

—– Offense —–
Speed 40 ft.
Melee 2 gores +24 (2d6+8), sting +24 (2d4+8+4d6 acid), 2 tentacles +22 (1d8+4 plus grab) 2 tentacle bites +22 (1d6+4 plus Narcotic Injection)
Ranged Noxious Spit +19 (see below)
Space 15 ft.; Reach 15 ft.

Special Attacks Gaze of Terror, Narcotic Injection, Noxious Spit


Spell-Like Abilities (CL 18th, Concentration +21)

1/day (empowered) disintegrate (DC 23)

—– Statistics —–
Str 27, Dex 15, Con 31, Int 16, Wis 16, Cha 16
Base Atk +18; CMB +28; CMD 40 (can’t be tripped)

Feats Combat Reflexes, Eldritch Claws, Empower Spell-Like Ability: disintegrate, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill Focus: Stealth

Skills Bluff +24, Knowledge (Arcana) +24, Knowledge (History) +24, Knowledge (Planes) +24, Knowledge (Religion) +24, Perception +24, Sense Motive +24, Spellcraft +24, Stealth +21

Languages Common, Celestial, Abyssal, Infernal

—– Ecology —–
Environment any prime material plane
Organization solitary
Treasure double standard

—– Special Abilities —–
Acid Injection (Ex) The barbed stingers on a Planar Pariah’s tail contain an insidious dose of powerful acid that is injected directly into an opponent’s body whenever its attack inflicts damage, dealing 4d6 acid damage.

Divine Retribution (Ex) Whatever wrong Planar Pariahs once committed has set the powers of the planes against them; all non-native outsiders receive a +1 to attack and damage rolls against a Planar Pariah and spells cast by divine spellcasters ignore half of the creature’s SR (additionally, they treat the Planar Pariah’s elemental resistances as if they were all 5 rather than 20.)

Fear of the Heavens (Ex) All Planar Pariahs have a deep unshakable fear and hatred for the gods, whom they believe hunt them with lightning. If exposed to the thunder, electrical damage, or the presence of a thunder storm, a Planar Pariah must make a Will save (DC 25) or become shaken for 1d6 rounds. If reduced to half its total hit points or less by electrical damage, it must make a second saving throw or become frightened for 1d4 rounds; any natural lightning strike causes the Planar Pariah to become panicked on a failed saving throw for 1d3 rounds.

Narcotic Injection (Ex) The tiny fanged tentacles a Planar Pariah possesses have a vile purpose; they secrete a mind numbing narcotic. Outside of combat this is used to pacify their “worshipers” and as a gift to those few exceptional individuals that please them; in combat the blissful stupor can render a foe helpless.
Type Drug (Injury), Addiction: Severe, Fortitude DC 29, Effects: Euphoric Bliss +1d2 Cha, -5 to attack and skill checks for 1 minute, Damage:1d6 Wisdom, 1d6 Intelligence

Noxious Spit (Ex) As a swift action, a Planar Pariah may belch forth a blob of noxious acid from the tiny circular maw atop their head as a ranged touch attack against a target within 60 feet that deals 1d8 acid damage on a successful hit. Any creature struck by this attack must make a Fortitude save against poison (DC 29) or become sickened by the smell for 1d6 rounds (a successful save negates this effect.)

The Planar Pariahs are a race of strange beings forgotten by most of reality. In time immemorial they committed a slight long lost to history’s decay but offensive enough to merit a response from the gods and the very planes themselves. They now aim to depose the divine, severing worlds from their planar connections to gain freedom from divine wrath and ascend to greater power in the process. The tiny handful of these creatures that live across the prime material worlds plot and scheme against the very cosmos to this ignoble end.

Planar Pariahs seek out groups that will worship them as gods; lizardfolk, serpentfolk, kobolds and isolated human tribes are popular targets but anyone who can be manipulated is fair game. They possess a distinct hatred of Couatls, often vilifying the feathered serpents and commanding their faithful to slay them whenever possible.

Planar Pariah by Chris Crowe

Art by Nicholas Cloister

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New Monster: Magna Graphia

Creature 7 Othnorian Firewalker

The creature in the distance moves with grace and speed, bounding across the blackened earth like a comet through the nights sky. As it draws closer you can see its body is composed of thick magma and hard rock, smoke and flames constantly issuing from its body. It is only now that you realize the beast is not running along the ground at all but is some how darting across flowing lava, like a human sized water-strider moving across the surface of a running river, made of melting stone.

Magna Graphia (Lava Strider)                                 CR 4  
XP 1200
CN Medium outsider (earth, elemental, fire, native)
Init +7; Senses Thermalsight (60 ft.), Perc. +9


AC 17 (+3 dex, +4 natural armor)
hp 30 (5d10+5)
Fort + 8, Ref +10 , Will +4
Immune Elemental traits, fire
Weakness Vulnerable to cold


Speed 50 ft.; lava walk
Melee slam +7 (1d8+2 plus burn)
Special Attacks Powerful charge (slam, 2d6+4 plus burn); burn (1d4, DC 13)


Str 14, Dex 16, Con 12, Int 4, Wis 12, Cha 11
Base Atk +5 ; CMB +7 ; CMD 20
Feats Improved Initiative, Improved Natural Attack (slam), Run
Skills Acrobatics +11 Jump +15, Perception +9
Languages Ignan


Thermalsight (Ex) This ability functions like Blindsight but is based on the Lava Striders ability to sense minute differences in temperature and air pressure. While it is possible to effectively “blind” a Lava Strider using spells or abilities that generate heat and cold only those that have a duration longer than 1 round are sufficient to disorient a Lava Walker and must completely obscure any heat signatures (such as a Wall of Ice surrounding the entire party).

Burn (Ex) A lava strider deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Lava Walk (Ex) Lava striders are able to move across lava as if it were solid ground, so long as they make at least one move action per round. Otherwise they begin to drown as normal and must pull themselves free of the lava before they may use this ability again.


Environment Temperate desert, plains
Organization Solitary, pair, pack (3-12)
Treasure Standard

Life is perhaps the last word that comes to mind when one thinks of the Scorched Lands, the blasted and cracked earth punished by the Shard of the Sun, and yet still life persists even here. Learned sages refer to them as Magna Graphia but are more commonly known as Lava Striders. These four legged elementals have found a home in a rather unlikely place, but they seem perfectly suited to the harsh environment they now inhabit.
Lava Striders are similar in a number of ways to magma elementals but have adapted to living in the material world and as such are no longer true outsiders. The four legged creatures are built for speed and power, their bodies composed equally of hardened rock, flowing magma and gouts of fire. Atop the rounded back flames arch and fly into the hazy air while a series of six protuberances spread equidistant around the creatures fiery hump constantly spew smoke and long streams of flame. The beasts heads consist of little more than a rounded stump of flowing magma, broken shards of dark slate pushing backwards to reveal bright molten rock. Long strands of dripping lava lash and dangle about the body and head, sending droplettes of quickly cooling lava flying into the air. Lava Striders are usually 5 feet tall at the shoulders and weighs 150 pounds.

Though clearly of elemental origin Lava Striders now call the material plane home and as such they must eat and sleep like other mortals, though what constitutes feeding and slumber for the Lava Strider may not follow conventional wisdom. They gain the majority of their sustenance from mineral deposits which they slowly subsume into their bodies but have a strong preference for worked or precious metals when available, making them a menace to adventurers in an already dangerous land. The process of melting and then consuming worked metal takes too much time to be effective in combat but unless protected from fire even magical items will eventually succumb to the heat.
Lava Striders are usually solitary hunters, their ability to move swiftly across flowing lava allows them to reach mineral sources even other creatures immune to the intense heat may not be able to reach. Packs of as many as a dozen Striders have been sighted but only at fresh volcanic eruptions or when bringing down dangerous prey (like a party of adventurers wearing delicious metal armor). Even in such circumstances their tactical behavior varies little, preferring to use their Power Charge to rush foes before fleeing swiftly and then charging again until their prey or they are dead.


Though the vast majority of Lava Striders are found along the Scorched Lands they do exist in other regions, especially those with frequent volcanic activity but require extreme heat and rich minerals to sustain themselves. This often leads to interactions with other elemental and fire based creatures, but only those who use or require metal and minerals see much reason in bothering with the simple minded Striders. Red dragons have a particular hatred for the beasts, as they have been known to slip into the dragons treasure hordes and devour precious coins and magical equipment. A red dragon that spots Lava Striders in its domain will sometimes fly out to kill them directly, usually with spells and claw, or by sending out minions to at least chase the swift elementals away.
The reproductive habits of Lava Striders are not well known but scholars who have dared the Scorched Lands brutal terrain claim that the creatures bifurcate after consuming large quantities of minerals and precious metals. Young Lava Striders grow quickly when food is plentiful but show no more connection to their “twin” than they do any other of their species. There have been reported cases of Lava Striders consuming particularly powerful magical items made of metal and taking on strange arcane powers or growing to fantastic sizes, the fact that the creatures leave very little behind and that the mysterious energies seem to fade from their bodies with time make it difficult to confirm such reports.


Magic Infused Lava Strider (+2 CR): When a Lava Strider consumes a magical item with a value of 3000 gp or more it temporarily absorbs some of that objects energy. For the next 2d4 days the Lava Strider gains a +1 deflection bonus to AC, its natural attacks are considered magical for the purposes of overcoming damage reduction and deal an addition point of damage (arcane or divine depending on the nature of the item) with each successful hit. The Lava Strider also gains SR 14 and becomes extremely aggressive towards those carrying magical items.


Magna Graphia (Lava Strider) by Jordan Kirk Ferguson (Mr.DTwenty)

Art by Nicholas Cloister

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Pathways Magazine and Adventureaweek join forces!

Pathways Magazine has joined forces with Adventureaweek!

A new featured AaW article will appear in Pathways each month written by AaW team members Will Myers, Nathan Land, and Cory Vickruck.  It’s free so pick up your copy now at!

How can you say “No” to a collection of Pathfinder haunts and templates, high-level foes and minor constructs, feats and domains, and all of it bundled together with a collected view of upcoming third-party products for the Pathfinder RPG? You’d have to be crazy to turn it down.

The first of each month Rite Publishing brings you Pathways, a free ‘zine packed with plenty of Open Game Content for you to take to the table. You’ll find articles by Jonathan McNulty (Coliseum Morpheuon), T. H. Gulliver (#30 Haunts for Ships and Shores), Robert Emerson, Steven D. Russell and a host of other Pathfinder-compatible publishers. In every issue there are also interviews, reviews and more.

You can download your free copy at DrivethruRpg or